Many dabble with the Occult at some stage. Those travelled and wise to the world know that there is a darker, unknown side to life. Necromancers toy on the fringes of the Occult energies to fuel their art, and those of zeal and religious fervor occasionally succumb to the darker side of their faith. Demons. Devils. Infernal realms. The Weird and unnatural. Elder beings you dare not awaken. All are the domain of the occult. Come; stop wading in the shallows and plunge into the depths! Fall to the darker art and discover what the Occult Brotherhood has to offer.
A typical wand with offensive capabilities (magic missiles, fire, fireball, lightning bolt) that was either damaged in combat or made just under par. When the wand is discharged, there is a 1 in 4 chance that it fires an additional 1d6 charges simultaneously or in rapid succession. Wands that shoot fire may incinerate innocents and friendlies, or burn whole buildings and even villages down. Those which shoot fireballs have a considerable radius, and lightning bolts that bounce upon contact with ground and stone can cause catastrophic random collateral damage. Those who have paid large sums for such a device may go seeking a refund, possibly even retribution.